IP Library Granted Patent US 8,292,713
Granted Patent B2
US 8,292,713 · App. 13/244,798 · Granted Oct 23, 2012

Asynchronous interactive game play

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Quick Facts
Patent No.
US 8,292,713
App. No.
13/244,798
Granted
Oct 23, 2012
Kind
B2
Abstract

This disclosure generally relates to systems and methods for executing asynchronous game play by a plurality of players in one or more game instances.

Claims (56)

1. A computer-implemented method comprising:

enabling a first player to perform one or more first in-game actions on one or more in-game objects in a game instance of a computer-implemented game of a second player at a first time while the first player is active in the game instance at the first time and the second player is inactive in the game instance at the first time, the one or more in-game objects comprising virtual crops of a virtual farm associated with the second player;

determining, using at least one processor of a machine, one or more second in-game actions to apply to one or more of the in-game objects in the game instance based on the one or more first in-game actions by the first player at a second time succeeding the first time, and a game state of the game instance at the second time, the one or more second in-game actions being consistent with the game state of the game instance at the second time;

generating to the second player a request to accept help from the first player;

playing back the one or more second in-game actions in response to receiving from the second player a confirmation to accept help from the first player; and

dismissing the one or more second in-game actions in response to receiving from the second player a dismissal to accept help from the first player.

2. The computer-implemented method of claim 1 , wherein the first player is active in the game instance of the computer-implemented game of the second player at the first time, wherein the second player is inactive in the game instance of the computer-implemented game of the second player at the first time and active in the game instance of the computer-implemented game of the second player at the second time.

3. The computer-implemented method of claim 1 , further comprising:

determining changes in the one or more of in-game objects in the game instance of the computer-implemented game of the second player between the first time and the second time.

4. The computer-implemented method of claim 3 , further comprising:

filtering out one or more of the first in-game actions by the first player by determining whether the one or more first in-game actions can be applied to one or more of the in-game objects in the game instance at the second time according to a game logic of the computer-implemented game.

5. The computer-implemented method of claim 4 , further comprising:

verifying that the one or more second in-game actions can be applied to one or more of the in-game objects in the game instance at the second time according to the game logic.

6. The computer-implemented method of claim 1 , further comprising:

determining a game state of the one or more in-game objects at the second time; and

determining the one or more second in-game actions based on the game state of the one or more in-game objects at the second time.

7. The computer-implemented method of claim 1 , further comprising:

responsive to an in-game action by the second player, applying one or more second in-game actions to one or more of the in-game objects in the game instance at the second time.

8. The computer-implemented method of claim 1 , further comprising:

recording the one or more first in-game actions by the first player on the one or more in-game objects in the game instance at the first time.

9. The computer-implemented method of claim 8 , further comprising:

responsive to an in-game action by the second player, displaying the recorded one or more first in-game actions by the first player on the one or more in-game objects in the game instance at the first time.

10. The computer-implemented method of claim 1 , further comprising:

responsive to the one or more first in-game actions by the first player on the one or more in-game objects in the game instance at the first time, displaying to the first player one or more first changes in game state of one or more of the in-game objects; and

responsive to applying the one or more second in-game actions to one or more of the in-game objects in the game instance at the second time, displaying to the second player one or more second changes in game state of one or more of the in-game objects.

11. The computer-implemented method of claim 10 , wherein:

one or more of the first in-game actions by the first player on one or more of the in-game objects in the game instance at the first time cause one or more first changes in game state of one or more of the in-game objects; and

applying the second in-game actions to one or more of the in-game objects in the game instance at the second time causes one or more second changes in game state of one or more of the in-game objects.

12. The computer-implemented method of claim 1 , wherein the first player and the second player are first-degree friends in a social network.

13. A system comprising:

at least one processor of a machine; and

a game networking system configured to:

enable a first player to perform one or more first in-game actions on one or more in-game objects in a game instance of a computer-implemented game of a second player at a first time while the first player is active in the game instance at the first time and the second player is inactive in the game instance at the first time, the one or more in-game objects comprising virtual crops of a virtual farm associated with the second player;

determine one or more second in-game actions to apply to one or more of the in-game objects in the game instance based on the one or more first in-game actions by the first player and a game state of the game instance at a second time succeeding the first time, the one or more second in-game actions being consistent with the state of the game instance at the second time;

generate to the second player a request to accept help from the first player;

play back the one or more second in-game actions in response to receiving from the second player a confirmation to accept help from the first player; and

dismiss the one or more second in-game actions in response to receiving from the second player a dismissal to accept from the first player.

14. The system of claim 13 , wherein the first player in active in the game instance of the computer-implemented game of the second player at the first time, wherein the second player is inactive in the game instance of the computer-implemented game of the second player at the first time and active in the game instance of the computer-implemented game of the second player at the second time.

15. The system of claim 13 , wherein the game networking system is further configured to:

determine changes in the one or more of in-game objects in the game instance of the computer-implemented game of the second player between the first time and the second time.

16. The system of claim 15 , wherein the game networking system is further configured to:

filter out one or more of the first in-game actions by the first player by determining whether the one or more first in-game actions can be applied to one or more of the in-game objects in the game instance at the second time according to a game logic of the computer-implemented game.

17. The system of claim 16 , wherein the game networking system is further configured to:

verify that the one or more second in-game actions can be applied to one or more of the in-game objects in the game instance at the second time according to the game logic.

18. The system of claim 13 , wherein the game networking system is further configured to:

determine a game state of the one or more in-game objects at the second time; and

determine the one or more second in-game actions based on the game state of the

one or more in-game objects at the second time,

19. The system of claim 13 , wherein the game networking system is further configured to:

responsive to an in-game action by the second player, apply one or more second in-game actions to one or more of the in-game objects in the game instance at the second time.

20. A non-transitory machine readable medium storing instructions that, when executed by at least one processor of a machine, causes the machine to perform operations comprising:

enabling a first player to perform one or more first in-game actions on one or more in-game objects in a game instance of a computer-implemented game of a second player at a first time while the first player is active in the game instance at the first time and the second player is inactive in the game instance at the first time, the one or more in-game objects comprising virtual crops of a virtual farm associated with the second player;

determining, using at least one processor of a machine, one or more second in-game actions to apply to one or more of the in-game objects in the game instance based on the one or more first in-game actions by the first player at a second time succeeding the first time, and a game state of the game instance at the second time, the one or more second in-game actions being consistent with the game state of the game instance at the second time;

generating to the second player a request to accept help from the first player;

playing back the one or more second in-game actions in response to receiving from the second player a confirmation to accept help from the first player; and

dismissing the one or more second in-game actions in response to receiving from the second player a dismissal to accept help from the first player.

Assignments (6)
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded May 23, 2022
From: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
To: ZYNGA INC.
Reel/Frame 060163/0437 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 14, 2020
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
Reel/Frame 054719/0490 →
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded Dec 11, 2020
From: BANK OF AMERICA, N.A., AS LENDER
To: ZYNGA INC.
Reel/Frame 054701/0393 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 9, 2019
From: REYNOLDS, ROBERT BRIAN; FOSTER, AARON PAUL; HALKA, DANIEL EDWARD; KAUFMAN, DOUGLAS FRANCIS; STEPHANOUK, PAUL EUGENE
To: ZYNGA GAME NETWORK, INC.
Reel/Frame 047944/0754 →
CHANGE OF NAME Recorded Jan 9, 2019
From: ZYNGA GAME NETWORK INC.
To: ZYNGA INC.
Reel/Frame 048041/0480 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 21, 2018
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS LENDER
Reel/Frame 049147/0546 →